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Web 2.0 Trends & Applications in Learning...

Web 2.0 Trends & Applications in Learning
by Dr. Gary Woodill and Janet Clarey, analysts from Brandon Hall Research Group, reveal how enterprises are leveraging Web 2.0. For the Elearning! Summit 4/30/09

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Web  Trends  Brandon  Hall Web Trends Brandon Hall Presentation Transcript

  • LOGO Web 2.0 Trends & Applications for Learning Gary Woodill & Janet Clarey
  • How to Participate 1. E-mail your questions and comments to gary@brandon- hall.com and janet@brandon- hall.com 2. TWEET! – send Twitter messages to your followers, and to me at @gwoodill - use #BrandonHall in your tweets so we can find them 3. Post questions during the session – we will answer them at the end
  • Agenda A theory about technology innovation lifecycles Learning technologies in 1996, 2006, 2009, 2014  Differences between Version 1.0 and Version 2.0 Web 2.0 tools and technologies gaining traction How Web 2.o tools and technologies are used to support workplace learning Q & A
  • Multimedia Technologies (1996) Animation Tools – Assessment Tools – Audio Production – Authoring Tools– Browsers – CDs – E-Mail – Graphics Tools – Presentation Tools – Search – Quicktime Video
  • E-Learning Technologies (2006) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e-Mail – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Haptics – Learning Management Systems – Learning Objects and Repositories – Location– based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Mobile Learning – Natural Language Processing – Peer to Peer – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds (RSS) – Wikis
  • E-Learning Technologies (2009) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency Tracking – Content Management Systems – Context Aware Computing – Data Mining – Decision Support Systems – Digital Ink, Paper and Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics – Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
  • Theory of Innovation
  • Technology Innovation Cycle Problems  New ideas and tinkering 
  • Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0)
  • Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype 
  • Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.”
  • Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.” Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.”
  • Resistance Western Union (1876) – “This telephone has too many shortcomings to be seriously considered as a means of communication.” Thomas Watson, Chairman, IBM (1943) – “I think there is a world market for maybe five computers.” AT&T (1970) – “No commercial use for computer networking” – gave computer networking back to US Defense Department after a 6 month trial
  • Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0)
  • Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”) 
  • Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services 
  • Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions 
  • Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions  New Problems 
  • Technology Innovation Cycle Problems  New ideas and tinkering  New Technology  (Version 1.0) Resistance and Hype  New Technology  (Version 2.0) New Applications (“Content”)  New Services  New Integrative Solutions  New Problems  Cycle starts with new players
  • Theory of Innovation Products  Applications  Services Applications Curve (Content/Processes) Technology Curve Services Curve | | | | | E-Learning is here  “Solutions” 
  • Version 1.0 – Supportive Innovation “We look at the present through a rear-view mirror. We march backwards into the future.” Marshall McLuhan
  • Steamship 1.0
  • Electric Light 1.0
  • Automobiles 1.0
  • Turn Signals 1.0 “Trafficators”
  • Learning Technologies 1.0 Supportive Technologies Some learning technologies are SUPPORTIVE of the current way of doing things: Examples: Virtual Classrooms Presentation Software Authoring Tools Assessment Tools Learning Management Systems
  • Learning Technologies 2.0 Disruptive Technologies Other learning technologies are DISRUPTIVE of the current way of doing things: Examples: Global Networking Artificial Intelligence Peer to Peer Technologies Collaboration Software Learner generated content Wearable computing
  • Theory of Innovation
  • Theory of Innovation
  • Theory of Innovation
  • Theory of Innovation Product Innovation Curve Peaking technologies Ascending technologies Maturing technologies Developing technologies ? Declining technologies
  • Theory of Innovation Product Innovation Curve (2006) Affective Computing Avatars Classroom Response Systems Data Mining Decision Support Software Gesture and Facial Recognition Haptics Mashups and Web Services Personal Learning Environments Smart Labels and Tags Telepresence Wearable Computing Developing technologies
  • Theory of Innovation Product Adoption Curve (2006) Ascending technologies Social Networking Tools Web Feeds Simulation Tools Social Bookmarking Personalization Semantic Web Mobile Technologies Wiki Tools Location Tools Gaming Blogs Agents Robotics
  • Theory of Innovation Product Innovation Curve (2006) Peaking technologies Collaboration Tools Search Engines Intelligent Tutoring Visualization
  • Theory of Innovation Product Innovation Curve (2006) Maturing technologies Animation Software Assessment Tools Audio and Podcasting Tools Authoring Tools Browsers Communications Tools Competency Tracking Software Content Management Systems Display Technologies E-Portfolio Tools Graphics Tools Learning Management Systems Learning Objects and Repositories Metadata, Ontologies, Taxonomies Natural Language Processing Peer-to-Peer Technologies Portals Presentation Tools Rapid E-Learning Tools Video and IPTV Virtual Reality VoIP and Telephony
  • Theory of Innovation Product Innovation Curve (2006): Computer Assisted Instruction Computer Based Training (CBT) CD-ROM DVD-ROM Floppy Disks Declining technologies
  • The Big Picture Training Technologies (1996) Peaking technologies Text Only Internet Ascending technologies Maturing technologies Compact Discs CBT Web 1.0 Overheads Developing technologies Declining technologies
  • The Big Picture Training Technologies (2006) Peaking technologies Web 1.0 Ascending technologies Maturing technologies Web 2.0/Clouds Compact Discs Robotics/Agents Text Only Internet Developing technologies Declining technologies
  • The Big Picture Training Technologies (2009) Peaking technologies Web 2.0 Ascending technologies Maturing technologies Robotics/Agents Web 1.0 Collective Learning Compact Discs Developing technologies Declining technologies
  • The Big Picture Training Technologies (2014) Peaking technologies Robotics/Agents Ascending technologies Maturing technologies Collective Learning Web 2.0/Clouds Bio-learning Web 1.0 Developing technologies Declining technologies
  • E-Learning Technologies (2009) Affective Computing – Agents – Animation Tools – Artificial Intelligence – Assessment Tools – Audio Production – Augmented Reality – Authoring Tools – Avatars – Blogs – Browsers – CDs and DVDs – Clickers – Cloud Computing – Collaboration Tools – Communication Systems – Competency •Social Networking Services Tracking – Content Management Systems – Context Aware Computing – Data Mining – Decision Support Systems – Digital Ink, Paper and •Blogs Whiteboards – Displays – e–Portfolios – Gaming Tools – Gesture and Facial Recognition Technologies – Graphics Tools – Grid Computing - Haptics – •Wikis Learning Management Systems – Learning Objects and Repositories – Location–based Technologies – Mashups – Metadata, Ontologies and •Virtual Worlds Taxonomies – Microblogging – Mobile Learning – Natural Language Processing – Peer to Peer Computing – Personal Learning Environments – Personalization – Podcasting – Portals – Presence Applications – Presentation Tools – Rapid e–Learning – RFID and Optical Tags – Robots – Search Technologies – Semantic Web – Simulation Tools – Social Bookmarking – Social Networking Tools – Ubiquitous Learning - Video and IPTV – Virtual Reality – Visualization – Voice Recognition – VoIP and Telephony – Wearable Computing – Web Feeds – Wikis
  • Social Networking Services • Find experts • Get fast answers • Build relationships • Informal learning 16
  • Blogs • Capture knowledge • Reflection • Feedback • Professional Development 16
  • Wikis • Manage information • Provide documentation • Share resources • Knowledge repository 16
  • Virtual Worlds • Greater social presence compared with other learning technologies • Enhanced interaction • Realistic 3D objects and environments 16
  • Hewlett-Packard Web 2.0 Community Components of the Web 2.0 Online Learning Community: •Blogs •Discussion Board •Social Bookmarks •Wiki •User-generated content 16
  • Hewlett-Packard Blogs Shared authorship: • Novice • Expert • Course vendor • Learning & Development Supports: • Audio/ Video • Images • RSS Feeds 16
  • Hewlett-Packard Discussion Board • Share knowledge • Share experiences •L&D facilitates discussions 16
  • Hewlett-Packard User-Generated Content • Rapid development tools • Instructional design support 16
  • Hewlett-Packard Wiki HPedia • Same framework as Wikipedia 16
  • Hewlett-Packard Social Bookmarking • Stores bookmarks on server • Tag and share resources 16
  • Hewlett-Packard : Measuring 16
  • Hewlett-Packard : Benefits •Time and Cost Savings •Productivity Improvement •Common Language 16
  • GE Contractual Services : Virtual World Training program to elicit time- critical strategic behavior in response to a forced outage situation 16
  • GE Contractual Services: Virtual World Design •Movie storyline •3 hours •Game-based steps •Uses actual tools staff would use (PDA, cell phone, laptop) 16
  • GE Contractual Services: Virtual World Game design • Automated bots mimic personnel • Simulation uses artificial intelligence to provide responses • Hidden timeline used 16
  • GE Contractual Services: Virtual World Benefits • Improves time response to outages • Better organization of people and equipment • Accuracy and appropriateness of performance • Increases confidence 16
  • Summary  There has been an “explosion” of learning technologies since the mid-1990s
  • Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous
  • Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)
  • Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate
  • Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate  Web 2.0 tools (especially Social Media) are now prominent
  • Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate  Web 2.0 tools (especially Social Media) are now prominent
  • Summary  There has been an “explosion” of learning technologies since the mid-1990s  Theory of innovation lifecycles suggests that change is discontinuous  Big differences between Version 1.0 technologies (Supportive) and Version 2.0 technologies (Disruptive)  Market is starting to consolidate  Web 2.0 tools (especially Social Media) are now prominent  Need to experiment with the new tools – “low cost failure”
  • Q&A Thank you! Here is how you can connect us: E-Mail: gary@brandon-hall.com janet@brandon-hall.com Blog: http://brandon-hall.com/garywoodill http://brandon-hall.com/janetclarey Website: http://www.brandon-hall.com Twitter: @gwoodill @jclarey